GameplayCharacter BuildingClassesWhispererArchetypesSinner

Whisperers who are skilled in subverting the will of the Pact and tricking their Wraith into giving them rewards and boons through Wagers.

Deception

At 1st level, this Whisperer has chosen the path of a Sinner; deciding to trick their Wraith for their own benefit to gain more power and subvert their vows, embodying the spirit of deception. Your Harness Skill is now Skills#Cunning.

Gain access to Wagers.

  • Wagers ^945341
    • A selection of calculated bets, which impose a challenge on the user.
      • Wagers are free actions.
      • One Wager can be active at once.
      • Wagers cost at least 1 Confession.
      • Depending on the outcome, they may gain a boon or penalty.
      • Potency of conditions, boons or penalties may change based on circumstance.
        • e.g. Using hit call on a low HP enemy.
    • Hit Call

The Negotiator

At 3rd level, this Sinner has begun to understand how to manipulate their Pact in spite of their Wraith, even negotiating themselves out of being Severed from their Pact. Whenever this Sinner may be Severed from their Pact, they can enter Debt.

Spiritual Lawyer

At 9th level, this Sinner has taken some teachings from lawyers and bureaucratic fields, learning how to manipulate the Virtues and Confessions system. You can now convert 1 Confession to 2 Virtues and use Virtues to start Wagers. Additionally, learn two 2nd - 3rd level spells from your Classes/Whisperer/Overview#Arcane Schools.

Hidden Loophole

At 13th level, this Sinner has snuck in some additional conditions into their Pact, gaining access to more potential abilities, cheating the system to gain more Rites. Adopt 2 Tenets#Rites and gain a Wager.

Mystic Bureaucracy

At 17th level, this Sinner is has set a trap for their Wraith within the Pact, hidden clauses and double meanings, machinations ready to be sprung. Upgrade 2 Tenets#Rites all the way to Rank 3 and gain a Wager.

Arcane Trickster

At MAX level, this Sinner has great mastery over manipulating Clauses, Rites, Virtues and Confessions. Every interaction with their Wraith, is not a bond between souls but a business deal; tolerating the other as long they benefit them more than cursing them. They have grown into a true Arcane Trickster.

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